GLSL Sources

it works well thanks :slight_smile:
may the shadowmap need a bit darker like this as i set in blender material witouth
glsl.

http://img260.imageshack.us/img260/821/shadowmap2ip4.th.jpg

Hi squareline, have seen your test picture. Normally you should see a more ā€œbumpingā€ image like this.



.

Hi, is it possible to do blur somehow?? Things far from the player make blury??? for example maybe textures on the far object should be blury… I must do it manualy…but is i t possible to do it by some GLSL??? thanks !

yes , it is exactly same as in glsl for me, but i think it is a bit bright.

in my screenshoot not use glsl just use the blender material and add the shadowmap as overlay and the shadowmap is enough dark.

Hi, i want to ask you…is there some script for using specular map textures???
i have script from blender examples for paralax bumpmap and there is only color map, normal map and heihgt map involved…and specularity can be make only by specularity in material editor but it is specularity for all texture:((

second question is: when i run any paralax bump map test in blender…everything is OK…it looks nice…BUT when i save executable…something is wrong…somewhere on textures paralax is inverse or effect is very little but somewhere it is OK WHY??? I tried it on many different comps with different versions of python and blenders…always same:( thanks!!!

Hello 10nas,
please work through the examples in the http://www.typhoonlabs.com/tutorials/glsl/Chapter_4.pdf
There are a paralax shader with a specular map.

If i have time i will start to convert this to a blender script later this week.

hi, i had posted before an example file where you can set and use specular map as an
alpha channel where the transparent will be dark and opaque will be specular.

http://www.yourfilehost.com/media.php?cat=other&file=PackcolSpecNorMultiUvOverlay_01.blend

usage:

-texture1
color + specuar (you can set specular widht alpha channel value)
-texture2
normal+offset (you can set offeset value widht alpha channel value)
-texture3
dirty or shadowmap overlay mode (you can set this widht different uv)

How can set alpha channel for an texture?
you can use Gimp or photoshop for this:
a good gimp tutorial

http://www.linuxfocus.org/English/November2001/article121.shtml

good luck

thanks squareline, but in your example is same problem like in others paralax …when i create exe… specularity efect is very litle…in blender when i press P is everything OK and nice…WHY??? please try zoom on plane in your scene…try it in blender and exe…so do you see how specularity efect is gone:(???

i have eveything is fine in runtime window i can see the offsett map and specular map too

http://img229.imageshack.us/img229/1512/runtime1yy7.th.jpg

you packaging all textures before save runtime?

Please can you try paralax bumpmap test from official tests??? in blender everything is ok but when i run exe …on front wall is specular only little …and on these falling cubes is bump map inverse on edges!!! hghmpfggrrr:) i dont now how to discribe it:( just…bump and spec effect in blender with press p is different/nice than in exe/somwhere wrong…
it is so obvious!!!:slight_smile: please save me somebody and tell me that you noticed too:)

please post that file here and take a screenshoot how looks in exe for you.
this is the best way to demonstrate your problem.

www.ionash.borec.cz/files/parallaxbumpmap_07.blend
www.ionash.borec.cz/files/1.jpg
www.ionash.borec.cz/files/2.jpg

first image showing that on front wall is wierd effect of specular
second showing inverse bump…in blender ā€œPā€ looks everything great…
bump map and spec is very important in my game …but iam going mad from this

It seems is a blenderplayer bug, i cant find the solutions :frowning:

I’m back.

I’m sorry that there was no post of me in the last 14 days. It’s why I was on holidays.
Now I’m back and I’m proud to see so much posts that happend in this time.

I will try all the samples that came in that time. Maybe that I can help out again.

Nice to see you again :slight_smile:

Here is the first flie after my holidays.

Its a modified version of the AO_TestFile2. I have implemented parts of the SSS_Fake by hollyde. You can change the amplify and near_clip values as well as the scattercolor values to experiment with.
http://3dmanzone.kilu.de/MeineBlenderDateien/SSS_Test.blend

thanks for coming back and for new posts… lots to learn from hear

That is nice one ,would be really rock width moving light source :slight_smile:

The projected shadow shader is interesting, but there’s one problem: the shadow texture is tiled. I’m trying to use a projected light cone instead of a real dynamic light in my project. Would it be possible to clip the texture and use alpha to blend it into the background?

Also, the dynamic shadow example doesn’t work on my Radeon X800. I get this error:

---- Fragment shader failed to compile ----
Compiled with Python version 2.5.
Checking for installed Python... got it!
---- Fragment Shader Error ----
ERROR: 0:14: 'saturate' : no matching overloaded function found
ERROR: 0:18: 'saturate' : no matching overloaded function found
ERROR: 2 compilation errors.  No code generated.